the eye of malas - welcome to the universe of far away land · 2019. 2. 9. · start a war on far...

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Page 1: THE EYE of MALAS - Welcome to the Universe of Far Away Land · 2019. 2. 9. · start a war on Far Away Land and that by doing so, he will be greatly reward-ed once the demon lords
Page 2: THE EYE of MALAS - Welcome to the Universe of Far Away Land · 2019. 2. 9. · start a war on Far Away Land and that by doing so, he will be greatly reward-ed once the demon lords

History The Mad Wizard Vomax calls this ancient, underground island home. Here the wizard studies and teaches his followers the ways of dark magic. Once the home of gloom elves, their city flooded leaving only the highest portions un-touched. Now, the old city sits in the middle of a great underground lake. Setup The acolytes of the Mad Wizard Vomax have stolen the Eye of Malas from the poomkin monks of the Quiet Keep. The eye is a sacred relic known for its abil-ity to open a portal into the Abyssmalsphere. And that’s exactly why the Mad Wizard is so keen on the Eye. Now he has it and it’s only a matter of time be-fore he opens that gate and calls forth a bunch of demons. The poomkin monks are sworn to passivity and as such cannot harm another living creature. They need the Eye back and they are willing to pay to get it. The adventurers will need to infiltrate the island, find the Eye of Malas, and return it to the monks.

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Page 3: THE EYE of MALAS - Welcome to the Universe of Far Away Land · 2019. 2. 9. · start a war on Far Away Land and that by doing so, he will be greatly reward-ed once the demon lords

Locations 1. The Landing: An old, r ickety ladder leads from the water to the stone outcrop. A narrow path leads upward to the top of the island. Bones and refuse lay strewn about. Rusted weapons and armor (all of which are useless) remain with the dead. Nothing is fresh. 2. The Tower: This tower has three floors. Stair s lead to each floor . The walls are cracked and brittle and in danger of collapse. Bedrolls and refuse, some of which is recent, lays about. 3. Acolyte Housing: Acolytes of the Mad Wizard call these buildings home. Each house has two floors. There are several beds, chairs, and a table in each of the houses. The walls are crumbling and brittle. Spiders and insects live in the place. 4. Henchman Tower: Henchman of the Mad Wizard call this dilapidated building home. Bedrolls are spread about the place. Garbage is everywhere. 5. The Broken Bridge: The land leading to the main island has long since collapsed. The span is 40’. The edges are crumbling and weak. 6. Sacrificial Platform: A stone block sits near the edge of this island. Four manacles are attached to the block by heavy chains. An obelisk sits on each corner. Bloodstains have darkened the ground as well as the sacrificial block. 7. Temple of the Mad Wizard: The home of the Mad Wizard. This ancient temple is covered in relief carvings depicting an ancient pantheon of gloom elf deities. The upper level of the temple is a ceremonial location open only to the Mad Wizard and his highest ranking acolytes. The bottom level is where the Mad Wizard lives and studies (and keeps the Eye of Malas). 8. Secret Cave: Accessible only by boat, this secret entrance leads to a se-ries of corridors which eventually make their way to the Mad Wizard’s Cham-ber. A secret door in the floor of the chamber allows access from the surface. The cave has not been used in years. It stinks of fish.

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Roll Encounter 1 Henchman 2 1d2 Henchmen 3 Acolyte, Lesser 4 1d2 Acolyte, Lesser 5 Acolyte, Greater 6 1d2 Acolyte, Greater

Roll Treasure 2-3 Object (value: 1d6x5gp) 4-6 2d6gp 7-9 Common Item 10 3d6gp 11-12 Object (value: 1d6x10gp)

Random Encounters (1d6) Random Treasure (2d6)

Page 4: THE EYE of MALAS - Welcome to the Universe of Far Away Land · 2019. 2. 9. · start a war on Far Away Land and that by doing so, he will be greatly reward-ed once the demon lords

Acolyte, Lesser (1) Average (0), Humanoid HP: 5, AC: 0, ACT: 5 BRT: 1, DEX: 1, WIT: 1 Light Weapon (0). Magic (1): LVL 1. Lesser Acolytes are new trainees who are interested in learning evil magic. They are under the authority of their Greater Acolyte brethren as well as Vomax. Acolyte, Greater (2) Average (0), Humanoid HP: 7, AC: 0, ACT: 5 BRT: 1, DEX: 1, WIT: 1 Light Weapon (1). Magic (1): LVL 2. These mages in training answer only to their master Vomax. They are intent on learning evil magic and helping their dark master open a portal into the Abyssmalsphere. Demon, Snarlings (1) Tiny (-1), Demon HP: 3, AC: 0, ACT: 4 BRT: 1, DEX: 1, WIT: 0 Bite (0): 1d2 dmg. Claws (1): 1d3 dmg. These small demons are the pets of Vomax. They obey his every com-mand.

Henchman (1) Average (0), Humanoid HP: 6, AC: 0, ACT: 5 BRT: 1, DEX: 1, WIT: 1 Light Weapon (1). Vomax has employed mindless hench-man. These sad creatures have had their brains replaced with magic moosh. They obey the acolytes and Vomax. If Vomax is destroyed, the spell on the henchman will be broken and they will return to their normal selves. Vomax(5) Average (0), Humanoid HP: 16, AC: 0, ACT: 5 BRT: 1, DEX: 2, WIT: 2 Magic (2): LVL 5. Staff of Vomax (2): The Staff of Vomax can shoot powerful bolts of lightning (1d6+1 damage). The Mad Wizard Vomax is obsessed with opening a portal into the Abyss-malsphere so that he might command demons to help him take over the world. He believes it is his destiny to start a war on Far Away Land and that by doing so, he will be greatly reward-ed once the demon lords of the Absys-malsphere take control. In combat Vomax will use direct dam-age spells as well as his staff. He is without mercy and may sacrifice aco-lytes and henchmen as needed.

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